Author Topic: High Elven City Tileset  (Read 15552 times)

Legacy_Estelindis

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« Reply #360 on: April 20, 2015, 01:23:31 pm »


               

Depends on what you mean by troubles.  It's not finished yet, if that's what you mean.



               
               

               
            

Legacy_kuronue bloodlust

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« Reply #361 on: April 21, 2015, 12:34:19 am »


               


Depends on what you mean by troubles.  It's not finished yet, if that's what you mean.




Trubless as in complications; It's all good take as much time as you need the rewards will certinly be worth the time spent this is an impresive tileset.


               
               

               
            

Legacy_Tonden_Ockay

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« Reply #362 on: May 01, 2015, 12:55:00 am »


               

- Estelindis - I really like the work you have done so far. I think I could really us it in my homebrewed game world '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #363 on: May 01, 2015, 12:56:18 am »


               

- WoC_Builder - I like that pic you posted a lot


               
               

               
            

Legacy_Estelindis

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« Reply #364 on: May 01, 2015, 03:59:46 pm »


               

Thank you, Tonden!


  


Latest work has been significantly expanding the Building terrain.  I'll post some pics sometime during the next week.  


 


Waterfalls paint down as a terrain now, but I still need to find a solution for transitioning between horizontal and vertical water without a very obvious texture clash.



               
               

               
            

Legacy_kuronue bloodlust

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« Reply #365 on: May 02, 2015, 04:55:30 pm »


               


Thank you, Tonden!


  


Latest work has been significantly expanding the Building terrain.  I'll post some pics sometime during the next week.  


 


Waterfalls paint down as a terrain now, but I still need to find a solution for transitioning between horizontal and vertical water without a very obvious texture clash.




I was going to sugest you hard wire the opacity into the actual Gray layer (or skin whatever term you prefer is accureatethis is the part of the mesh that comunicated with the texture layers and Alpha layers) as it was a soultion to the issue in regards to IMVU products that were experinceing the same errors.


 


Basicly with a set poacity you have wo layers...


 


one base set at 100% with no Alpha compatiblity


and a second usally set to anywhere between 30-50% to act as a fog or in this case vapor form the waterfall.


 


by hard wireing hte opacity you can than use BW two tone apha's to take out parts you dont want seen.


 


the other way it was fixed was considered "going big" and often increased the proceing space needed by the area in question, using two color alpha again they use a airbrsh tool in a way where each pixel was eather black or white but the actual image was large enough to create the ilusion of a varraiation.


 


personal expermentation has lead me to understand that the Preset one works best, since you can increase the number of layers as needed.


 


I hope this helps since I understand it may not mean much if you can't grind down to the base layers of the mesh (the skeleton) but maybe it will help you develop a new trick to aviod the issue that works best for your situation (similuar to the going big method)



               
               

               
            

Legacy_Estelindis

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« Reply #366 on: May 07, 2015, 05:23:04 am »


               

Sooooo, I thought I'd figured out a way to make the tops of the waterfalls look good.  However, I may have misunderstood how to take advantage of .txi cycle parameters.  


 


The existing TNO waterfall texture uses a .txi file with the following settings: proceduretype cycle, numx 1, numy 8.  If I understand correctly, that tells the game to divide the texture into eight pieces vertically and scroll through them, top to bottom.  The waterfall texture is seamless from top to bottom:


 


kJAdqPe.png


 


This leaves a harsh transition at the top, looking like a straight line rather than flowing water.  I came up with the idea of creating a transitional object at the top and putting a custom texture with my own .txi settings there.  I chopped the waterfall texture into eight pieces, top to bottom.  Then I smoothed out the top of each eighth so that it would fade out gently.  Finally, I arrange them horizontally in a new texture, with a .txi file that tells the game to scroll through them horizontally - I'm assuming, from left to right (numx 8, numy 1).  


 


mJ5yMSF.png


 


The first frame/eighth is the bottom frame/eight of the original waterfall texture, so that the bottom of my new texture would blend into the top of the original one, like so:


 


 Iclo4lZ.png


 


However, when I check them out in the game, they don't blend into each other.  


 


hz5ZRys.png


 


Does anyone know if my understanding of the order in which frames move, following .txi instructions, is correct?


 


Alternatively, maybe I should just make the second texture vertical as well.  At least then I know they'd be following the same rules...



               
               

               
            

Legacy_YeoldeFog

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« Reply #367 on: May 07, 2015, 03:39:47 pm »


               

Ooooooh! Niiiice!



               
               

               
            

Legacy_Estelindis

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« Reply #368 on: May 07, 2015, 03:49:27 pm »


               

You have any special .txi knowledge you can share with me...?  *hopeful smile*


 


Edit: Got it.  I was being too "clever" by putting the last frame first, in my custom texture.  I just needed to go from the first frame to the last frame.  '<img'>



               
               

               
            

Legacy_Zwerkules

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« Reply #369 on: May 07, 2015, 04:01:29 pm »


               

OldTimeRadio explains that part of a txi in a video here: https://www.youtube....h?v=NskWwh1wlCA


Here is Bioware's explanation of a txi file: http://neverwinterva...are-txi-example



               
               

               
            

Legacy_Estelindis

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« Reply #370 on: May 07, 2015, 04:08:35 pm »


               

Great video.  Super-useful!  Thanks for the link.  I still don't really understand why putting the frame that should've been seamless with the top first didn't work, but hey, I have something that does work now.  There remains a thin, light line between the two meshes.  I'd like to figure out how to get rid of that.  But at least it's a lot better than it was.


 


F37JeSR.png


               
               

               
            

Legacy_Estelindis

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« Reply #371 on: May 08, 2015, 12:49:27 am »


               

Well, I will continue to work on those waterfalls!  My must-do additions are as follows: 1) rocks at the top of the waterfalls, 2) adding waterfalls to the mountaintop terrain as well, and 3) hidden cave behind the waterfall.


 


In the meantime, I've been expanding the building terrain.  As it stood, it didn't offer a lot of variety in terms of straight and corner tiles.  It had more options for the centre tiles.  However, not everyone is going to want to make huge buildings, so some people mightn't use those centre tiles at all.  I needed to give people more options for small buildings.


 


As it stood, there were really only two options for the straight/02 building tile: with a curved balcony, and without.  In fact, these two options resulted in eight tiles, as each of the two types needed versions with/without doors (or with fewer doors), and with/without dormer windows in the roof.  Still, it wasn't much variety:


 


7KUSCl7.png


 


syf51qa.png


 


Accordingly, I increased the total number of straight/02 tiles to 29, adding the following tiles (as well as variations without doors and/or dormer windows, except in the case of the tile with the round "cut-out" from the building area, which doesn't have room in the roof for dormers):


 


96F7RBj.png


 


HUctau1.png


 


N8BcJot.png


 


diQwSrm.png


 


XtTvbvz.png


 


K0GqxAT.png


 


Now, this is fine in terms of variation for building shapes that include a straight/02 tile, but what about smaller buildings that don't even have room for one of those tiles?  There weren't many corner/04 tiles, so I added a few more (to a total of ten).  Even still, though, those tiles don't offer much room to fit interesting geometry, at least not in a way that would blend compatibly with all possible connecting tiles.  Accordingly, I came up with the idea of turning the straight/02 tiles into a series of groups of two corner tiles.  This gives many more options, whether one wants to treat the two corners as the front, side, or back of the small building.  Here are some examples (from a total of 11 such groups):


 


bdbYTFI.png


 


tvV7Ocq.png


 


FMtAsDM.png


 


6WGVsMl.png


 


VgARfjE.png


 


I've also made a few diagonal/03 tiles, but they're nothing special: just there to give options in case people want them.  I have yet to add much in the way of variety when it comes to L-shaped, interior corner tiles.


 


The tileset currently totals 326 tiles.



               
               

               
            

Legacy_3RavensMore

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« Reply #372 on: May 08, 2015, 01:15:49 am »


               

!!! 


 


Beautiful additions--both the waterfall and the tile variations.  I love the straight tile with the full circle concave cutout.  It creates a building profile the just screams elfin architecture. 



               
               

               
            

Legacy_Ssythilac

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« Reply #373 on: May 08, 2015, 05:20:30 am »


               

Estelindis, it`s official: I love you. ':wub:'



               
               

               
            

Legacy_Estelindis

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« Reply #374 on: May 08, 2015, 05:20:08 pm »


               

Thank you for the kind words!   '<3'   I am quite pleased with how the tileset is progressing.  I'd just like to say that I couldn't have done this without my time in the CTP.  Thanks to Bannor Bloodfist and Old Man's Beard especially for their help and explanations.  I was so burned out after CTP Babylon that I didn't feel like working on another huge set again, but the experience taught me so much.  Now, building up this tileset little by little is just my cup of tea.  '<img'>